Mercurial > nagslang
annotate nagslang/level.py @ 488:ae8eb7c0f7bb
Better wall and bulkhead drawing.
author | Jeremy Thurgood <firxen@gmail.com> |
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date | Sat, 07 Sep 2013 17:40:59 +0200 |
parents | 69b8d6cbc692 |
children | 7d8c6e7ffd2b |
rev | line source |
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408
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1 import os |
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2 |
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3 import pygame |
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4 import pygame.locals as pgl |
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5 import pymunk |
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6 |
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7 from nagslang import collectable |
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8 from nagslang import game_object as go |
168 | 9 from nagslang import enemies |
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10 from nagslang import puzzle |
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11 from nagslang.utils import ( |
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12 tile_surface, points_to_pygame, extend_line, points_to_lines) |
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13 from nagslang.resources import resources |
139 | 14 from nagslang.yamlish import load, dump |
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15 |
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16 POLY_COLORS = { |
53 | 17 1: pygame.color.THECOLORS['red'], |
18 2: pygame.color.THECOLORS['green'], | |
19 3: pygame.color.THECOLORS['yellow'], | |
20 4: pygame.color.THECOLORS['blue'], | |
21 5: pygame.color.THECOLORS['lightblue'], | |
22 6: pygame.color.THECOLORS['magenta'], | |
425 | 23 7: pygame.color.THECOLORS['lightgreen'], |
24 8: pygame.color.THECOLORS['grey'], | |
53 | 25 } |
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26 |
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27 |
197 | 28 LINE_COLOR = pygame.color.THECOLORS['orange'] |
29 | |
30 | |
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31 class Level(object): |
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32 _game_starting_point = None |
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33 |
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34 def __init__(self, name, world): |
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35 self.name = name |
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36 # defaults |
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37 self.x = 800 |
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38 self.y = 600 |
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39 self.polygons = {} |
197 | 40 self.lines = [] |
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41 self.world = world |
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42 self.world.level_state.setdefault(name, {}) |
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43 self.basetile = 'tiles/floor.png' |
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44 self._tile_image = None |
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45 self._surface = None |
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46 self._base_surface = None |
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47 self._exterior = False |
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48 self._glue = puzzle.PuzzleGlue() |
191 | 49 self.drawables = [] |
50 self.overlay_drawables = [] | |
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51 self._game_objects = [] |
168 | 52 self._enemies = [] |
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53 |
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54 def _get_data(self): |
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55 # For overriding in tests. |
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56 with resources.get_file('levels', self.name) as f: |
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57 return load(f) |
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58 |
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59 def _dump_data(self, f): |
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60 # For manipulation in tests. |
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61 dump({ |
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62 'size': [self.x, self.y], |
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63 'base_tile': self.basetile, |
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64 'polygons': self.polygons, |
197 | 65 'lines': self.lines, |
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66 'game_objects': self._game_objects, |
168 | 67 'enemies': self._enemies, |
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68 }, f) |
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69 |
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70 @classmethod |
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71 def list_levels(cls): |
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72 dir_ = resources.get_resource_path('levels') |
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73 for file_ in os.listdir(dir_): |
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74 if file_ == 'meta': |
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75 continue |
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76 yield file_ |
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77 |
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78 @classmethod |
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79 def game_starting_point(cls): |
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80 if not cls._game_starting_point: |
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81 with resources.get_file('levels', 'meta') as f: |
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82 data = load(f) |
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83 cls._game_starting_point = (data['starting_level'], |
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84 tuple(data['starting_position'])) |
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85 return cls._game_starting_point |
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86 |
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87 def is_starting_level(self): |
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88 return self.name == self.game_starting_point()[0] |
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89 |
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90 def load(self, space): |
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91 data = self._get_data() |
139 | 92 self.x, self.y = data['size'] |
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93 self.basetile = data['base_tile'] |
139 | 94 for i, points in data['polygons'].iteritems(): |
95 self.polygons[i] = [] | |
96 for point in points: | |
97 self.polygons[i].append(tuple(point)) | |
197 | 98 self.lines = data.get('lines', []) |
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99 self._game_objects = data.get('game_objects', []) |
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100 for game_object_dict in self._game_objects: |
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101 self._create_game_object(space, **game_object_dict) |
168 | 102 self._enemies = data.get('enemies', []) |
103 for enemy_dict in self._enemies: | |
104 self._create_enemy(space, **enemy_dict) | |
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105 |
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106 def _create_game_object(self, space, classname, args, name=None): |
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107 modules = { |
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108 'collectable': collectable, |
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109 'game_object': go, |
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110 'puzzle': puzzle, |
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111 } |
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112 if '.' in classname: |
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113 module, classname = classname.split('.') |
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114 else: |
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115 module = 'game_object' |
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116 cls = getattr(modules[module], classname) |
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117 |
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118 if module == 'collectable' and name in self.world.inventory: |
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119 return |
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120 |
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121 if issubclass(cls, puzzle.Puzzler): |
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122 gobj = cls(*args) |
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123 elif issubclass(cls, go.GameObject): |
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124 gobj = cls(space, *args) |
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125 level_state = self.world.level_state[self.name] |
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126 stored_state = level_state.get(name, {}) |
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127 should_save = bool(gobj.set_stored_state_dict(stored_state)) |
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128 if should_save: |
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129 if name is None: |
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130 raise Exception( |
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131 "Unnamed game object wants to save state:" % (gobj,)) |
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132 level_state[name] = stored_state |
191 | 133 self.drawables.append(gobj) |
134 if gobj.overlay: | |
135 self.overlay_drawables.append(gobj.overlay) | |
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136 else: |
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137 raise TypeError( |
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138 "Expected a subclass of Puzzler or GameObject, got %s" % ( |
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139 classname)) |
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140 if name is not None: |
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141 self._glue.add_component(name, gobj) |
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142 return gobj |
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143 |
168 | 144 def _create_enemy(self, space, classname, args, name=None): |
145 cls = getattr(enemies, classname) | |
146 if issubclass(cls, go.GameObject): | |
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147 gobj = cls(space, self.world, *args) |
191 | 148 self.drawables.append(gobj) |
168 | 149 else: |
150 raise TypeError( | |
151 "Expected a subclass of GameObject, got %s" % ( | |
152 classname)) | |
153 if name is not None: | |
154 self._glue.add_component(name, gobj) | |
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155 return gobj |
168 | 156 |
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157 def all_closed(self): |
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158 """Check if all the polygons are closed""" |
72 | 159 closed = True |
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160 messages = [] |
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161 for index, poly in self.polygons.items(): |
72 | 162 if len(poly) == 0: |
163 # We ignore empty polygons | |
164 continue | |
165 elif len(poly) == 1: | |
166 closed = False | |
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167 messages.append("Error: polygon %s too small" % index) |
72 | 168 elif poly[-1] != poly[0]: |
169 closed = False | |
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170 messages.append("Error: polygon %s not closed" % index) |
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171 return closed, messages |
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172 |
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173 def save(self): |
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174 closed, _ = self.all_closed() |
72 | 175 if not closed: |
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176 return False |
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177 with resources.get_file('levels', self.name, mode='w') as f: |
164
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178 self._dump_data(f) |
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179 return True |
72 | 180 |
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181 def get_size(self): |
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182 return self.x, self.y |
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183 |
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184 def set_base_tile(self, new_tile): |
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185 self.basetile = new_tile |
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186 self._tile_image = None |
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187 |
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188 def get_walls(self): |
197 | 189 walls = self.polygons.values() |
190 walls.extend(self.lines) | |
191 return walls | |
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192 |
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193 def _draw_wall_line(self, points, width, colour, extend): |
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194 for line in points_to_lines(points): |
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195 if extend: |
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196 line = extend_line( |
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197 pymunk.Vec2d(line[0]), pymunk.Vec2d(line[1]), extend) |
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198 line = points_to_pygame(self._surface, line) |
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199 pygame.draw.line(self._surface, colour, line[0], line[1], width) |
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200 |
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201 def _draw_walls_lines(self, width, colour, extend): |
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202 for index, polygon in self.polygons.items(): |
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203 self._draw_wall_line(polygon, width, colour, extend) |
197 | 204 for line in self.lines: |
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205 self._draw_wall_line(line, width, colour, extend) |
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206 |
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207 def _draw_walls(self): |
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208 inner_colour = pygame.color.THECOLORS['red'] |
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209 mid_colour = pygame.color.THECOLORS['orange'] |
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210 outer_colour = pygame.color.THECOLORS['yellow'] |
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211 self._draw_walls_lines(5, outer_colour, 0) |
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212 self._draw_walls_lines(3, outer_colour, 1) |
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213 self._draw_walls_lines(3, mid_colour, 0) |
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214 self._draw_walls_lines(1, inner_colour, 0) |
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215 |
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216 def get_background(self): |
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217 if self._surface is None: |
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218 self._draw_background() |
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219 self._draw_exterior() |
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220 # Draw polygons |
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221 self._draw_walls() |
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222 return self._surface |
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223 |
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224 def _draw_exterior(self, force=False): |
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225 """Fill the exterior of the level with black""" |
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226 if self._exterior and not force: |
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227 return |
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228 white = pygame.color.THECOLORS['white'] |
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229 black = pygame.color.THECOLORS['black'] |
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230 surface = pygame.surface.Surface((self.x, self.y), pgl.SRCALPHA) |
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231 surface.fill(black) |
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232 for index, polygon in self.polygons.items(): |
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233 if len(polygon) > 1: |
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234 pointlist = points_to_pygame(self._surface, polygon) |
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235 # filled polygons |
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236 color = white |
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237 # If a polygon overlaps on of the existing polygons, |
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238 # it is treated as negative |
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239 # This is not a complete inversion, since any overlap |
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240 # triggers this (inversion is easy enough, but the |
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241 # behaviour doesn't seem useful) |
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242 # We also only check the vertexes - not breaking this |
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243 # assumption is left to the level designers |
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244 surface.lock() |
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245 for p in pointlist: |
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246 if surface.get_at(p) == white: |
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247 color = black |
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248 surface.unlock() |
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249 pygame.draw.polygon(surface, color, pointlist, 0) |
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250 self._surface.blit(surface, (0, 0), special_flags=pgl.BLEND_RGBA_MULT) |
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251 self._exterior = True |
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252 |
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253 def _draw_background(self, force=False): |
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254 if self._tile_image is None: |
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255 self._tile_image = resources.get_image(self.basetile) |
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256 if self._surface is not None and not force: |
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257 # We assume we don't change |
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258 return self._surface |
431
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259 if self._base_surface is None: |
433 | 260 self._base_surface = tile_surface((self.x, self.y), |
261 self._tile_image) | |
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262 self._surface = self._base_surface.copy() |
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263 return self._surface |